Not sure how I can explain this without trying to be rude but...
Everything about my game is going to look amateurish since I'm really only 1 guy. You're asking for a lot from me, and yes you can argue I can make the game look/play better if I put a lot of effort into it. Also, I don't believe in wanting to be popular. As I said in the Spark thread, I'm fine if my game will never be popular as long as the few people who know about my game like it and enjoy it and help me improve. A lot of initial projects for up and coming devs are always going to be way below professional quality when it's a one-man team.
I'll be real here. A couple of OLDER versions of my game were much, MUCH more horrible than what I'm making right now. I won't go into specifics, but I will briefly summarize what older versions of Bingo The (Multiva/Chao) were going to be like. I apologize if this post becomes a history lesson.
*There will be links to older versions that I still have on my hard drive.
("Bingo The Chao" 2007)
This is when I first came up with Bingo, Salamon, and Darth. Salamon was originally a Kirby recolor, while the other two were Chao. Everything about the game looked like it was made by a 12-year old, and I was literally that age at the time. The soundtrack utilized copyrighted material and overall, the game is very boring and didn't even have a proper engine.
("Bingo HyperBlast" 2008 - 2009)
I attempted a different take, while still being a platformer. Bingo and Salamon were redesigned. Bingo still retained his yellow arms from since his creation, but wore shoes and gloves that were STRIKINGLY similar to Sonic, as all of his sprites were edited from Sonic Advance's Sonic sprites. Salamon appearance is similar to what he is now minus the hair and he had gloves as well. There was another character that I came up with named Octane, who would be the "Shadow" of the game. The game is very generic and it had problems as well, but at least it had somewhat of an engine.
("Bingo The Chao" 2010 - 2011)
The game I posted a while ago in this very thread as an April Fools joke. Bingo lost the gloves and shoes this time around. Graphics are not very pleasing to the eye and sprites were inconsistent. Gameplay was generic as well, and touching enemies meant instant death. Not very fun if you ask me, but the download is above if you feel like torturing yourself.
("Bingo The Multiva" 2012 - 2013)
The most playable out of the bunch. It's okay at the very least. This version is actually running on the same engine as the current version of Bingo The Multiva. Problem is that the screen size is VERY small and you can't tell if certain jumps will be safe. Especially with the unfinished hard mode. This one was close to completion, but I ultimately scrapped it. Normal mode does have a start to finish, but with no bosses at all. Play it for yourself and you can get an idea why I ditched it.
("Bingo The Multiva" 2014 - )
The version of the game that you all are seeing and that is in development. With this version, I became more serious on finishing it as you can tell. A lot more effort is going into this project and I really want this to be as good as it can be. I chose to go with a simplistic art style since, why not? It is visually pleasing if done right, and with the size of everything, I could put as much detail as I want if I choose to do so. The soundtrack is going to be very original now that I have someone else helping with the music. At least this game has 6 characters (only 1 playable obviously) and I'm going to get voice acting in this.
You may notice that there's a download link to a public beta of the game that I just compiled. I was meaning to make this post just on the beta build alone, but I got carried away with explaining my game's history. Decided to just make this build since I want to see if any opinions have changed on the gameplay, but changes and bug fixes aren't the only thing the public beta has to offer.
-You can play through the first set of Verdant Valley levels! (12)
-There are unlockable Bonus and Emblem Stages! (4 for each)
-1 Red Coin/Emblem for the 1st Stage, 3 for the 2nd, 6 for 3rd, and 10 for 4th
-You can uncurl out of rolling by pressing the X key again.
-Bounce physics have been slightly changed so that Bingo will slowly gain some height if bounces are timed correctly.
-Bingo's Dash can now pull Coins towards him. I recommend trying this in Emblem Stage 01 to really see how powerful this addition is!
-Includes a boss fight with the Manager with voice dialogue from Darth during that level.
-Each level needs to be unlocked by completing the last one.
-The save file now writes in a new file, and this will be the file that'll be used in the final game.
I also plan on featuring the public beta at NCFC 2014 rather than SAGE 2015, as that'll come sooner and maybe there can be more content for SAGE. Another reason why I decided to release a public beta is that I can't seem to find people who would want to test my game, so why not release a build to the public? The game is going to be free at the end either way.
Apologies for the giant wall of text, but I hope you guys at least enjoy the beta as well as checking out some of the older versions of Bingo The Multiva/Chao!